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Extraction Round

Dominik Burger edited this page Jun 7, 2026 · 7 revisions

Extraction Round [CURRENT] (server-authoritative)

A round is a 10-minute clock. The first half is calm exploration; at the 5-minute mark the safe zone starts closing and portals begin appearing — get to one before the storm (or the clock) catches you.

timeline
    title One 10-minute round
    Min 0 — Spawn : Players spread out : Explore, fight, tame
    Min 5 — Zone closes : Safe zone starts shrinking : Portals spawn every 30s
    Min 7.5 — Danger : Zone tight, storm 25 HP per sec : Race to a portal
    Min 10 — End : Extract to win : Storm or timeout loses your run team
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Rule Value
Round duration 600s (10 min)
Player spawns seeded walkable points, spread ≥24 tiles apart (GP-5) so 16 players don't all start on one cluster
Team on run start your active team is healed to full HP at the start of every run — you always begin prepped, so stale damage from a previous run never carries over. SP + online (PT2-T04)
Safe-zone (circle) starts shrinking at 300s (5 min); radius scales with remaining time
Storm damage (outside the zone) 25 HP/s to your active monster (not while in an instanced fight)
Portal spawn interval every 30s after the 5-min mark, inside the closing circle; portals are spread across quadrants (GP-7) so every player has a reachable exit, and an off-screen compass arrow points to the nearest one (VS-20)
Encounter radius 44px (walk this close to a monster → fight)
Extract radius 48px (step this close to a portal → extract)
Extract (victory) run ends, keep gains, active team healed to full, run-found chains banked
Defeat (team wiped by storm, or timeout) lose the active run team (Q10) and any run-found chains. Vault + banked chains kept; team refills from the vault, or 4 random Lv.1 starters if the vault is empty.

Q10 still OPEN: the death penalty above (lose active team, vault safe) is the current behavior and my recommendation, but not yet confirmed — see docs/REQUIREMENTS.md §4.

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